Monday, January 3, 2011

General Rules: Monsters - Hag, Moon

Moon Hag (from the Creature Collection)
Huge Giant (Hag)

Hit Dice: 12d8+96 (150 hit points)
Initiative: +4
Speed: 60 feet, climb 20 feet, fly 60 feet (perfect), swim 30 feet
Armor Class: 24 (-2 size, +4 Dexterity, +12 natural); touch 12, flat-footed 20
BAB/Grapple: +9/+22
Attack: Claw +12 melee (2d8+5, piercing and slashing, 20 x2)
Full Attack: 2 claws +12 melee (2d8+5, piercing and slashing, 20 x2) and bite +7 melee (2d8+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Stunning touch, spells
Special Qualities: Low-light vision, flight, invisibility, DR 10/+2, spell resistance 16, magic items, wild empathy +10
Saves: Fortitude +16, Reflex +8, Will +8
Abilities: Str 20, Int 17, Wis 18, Dex 18, Con 27, Cha 18
Skills: Climb +5, Heal +10, Intimidate +12, Knowledge: Arcana +5, Knowledge: Nature +10, Listen +5, Move Silently +3, Spellcraft +10, Spot +5, Survival +10, Swim +5
Feats: Brew Potion, Craft Wand, Empower Spell, Improved Sunder, Power Attack
Environment: Any mountains or udnerground
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

The most powerful of all hags, moon hags hold dominion over nature, madness, and nigh. These monstrous crones stand twice the height of a man when they draw themselves fully upright; their dark skin gleams with strange oilds and their wide eyes shine with madness. They typically prefer to live in high, craggy mountains or deep woods.

A moon hag's boundaries are often marked with piles of blood-stained stones and odd bundles of bones and sticks. Anyone who wanders past these signs, whether from ignorance or recklessness, take his life into his own hands. Moon hags have a powerful affinity for the beasts of the night; their allies have been known to include bat devils, murdersprites, and even high or low gorgons.

A moon hag likes to enthrall her victims with spells before she closes in for the kill. She takes a deep delight in sowing terror and confusion among her enemies. She frequently enters the presence of her enemies unseen, then begins using her spells and magic items to best effect. After her allies have scattered her foes, the moon hag attacks physically, slashing with her huge claws and biting with her enormous teeth.

Invisibility (Sp): A moon hag may turn invisible at will, but only in the light of the moon. Her invisibility is dispelled if she attacks, but she may reactivate it next round.

Stunning Touch (Su): Anyone hit by a moon hag must succeed at a DC 16 Will save or become stunned for 1d6 rounds. Multiple hits require multiple saves.

Flight (Su): A moon hag can fly as quickly as she can move on land, but only in the light of the moon.

Spells: Moon hags are the most powerful spellcasters among hags. A moon hag has the spellcasting ability of a sorcerer two levels higher than her Hit Dice. They tend to use a mix of beguiling, stealth, and necromantic spells. They have the spellcasting ability of a cleric of a level equal to half the moon hag's Hit Dice with access to the Blessing of Abonde, Blood, Breeding, Flesh, Hag, and Night domains.

Magic Items: A moon hag will usually carry at least one wand and two potions that she crafted herself. Such items are usable by others, but often have unpleasant side effects - a wand might curse the wielder wih ugliness, a potion might cause rapid hair growth while in effect, and so on.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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